This happened to be a bigger rabbit hole to hell than it originally seemed, and there are higher priority design tasks to be handled (at this point high priority design task is more important than high priority bug fix). After talking to Brecht the decision was made to revert to the known isolated issue, which will allow everyone in the studio work same as prior to last Friday. The remaining bits will be worked on after all the design tasks are out of the way. This commit reverts:4cdb4b9532Fix T64161: Crashing using undo and multiple windows064273a4aeSound: Port more cases to be a part of dependency graph2e582f8ab5Sound: Fix access wrong dependency graph5fc49d9c91Sound: add stubs to build without audaspacec68c81a870Sound: Make sure spin lock is initialized for new sound datablocksc02534469aSound: Delay creating sound scene handle for until is needed9f681bea68Fix T64144: Crash when displaying audio waveforms in VSE2f79286453Cleanup: unused varsbed8ad6f95Fix crash in background rendering after recent sound changes773691310fFix T64143: Crash when scrubbing in the graph editor888852055cSound: Fix for being unable to jump to a frame during playback with A/V sync6ab7b38464Sound: More fixes for access of original scene35db119545Sound: Fix access original scene during playback211c4fd2e9Depsgraph: Make comment about evaluation more obviousc5fe16e121Sound: Make sound handles only be in evaluated datablocksb4e1e0946bDepsgraph: Preserve sound and audio pointers through copy-on-write4eedf784b0Depsgraph: Store original sequencer strip pointer6990ef151cSound: Move evaluation to dependency graphd02da8de23Sound: Delay opening handlers for until really needed3369b82891Depsgraph: Add scene audio componente8f10d6475Depsgraph: Tag sequencer for update on changes6e4b7a6e4dDepsgraph: Initial work to cover sequencer17447ac5a6Depsgraph: Make sound ID part of the graph
274 lines
9.9 KiB
C++
274 lines
9.9 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2013 Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup depsgraph
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*/
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#pragma once
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#include "intern/builder/deg_builder.h"
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#include "intern/builder/deg_builder_map.h"
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#include "intern/depsgraph_type.h"
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#include "intern/node/deg_node_id.h"
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#include "intern/node/deg_node_operation.h"
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#include "DEG_depsgraph.h"
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struct Base;
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struct bSound;
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struct CacheFile;
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struct Camera;
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struct Collection;
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struct FCurve;
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struct GHash;
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struct ID;
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struct Image;
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struct Key;
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struct LayerCollection;
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struct Light;
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struct LightProbe;
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struct ListBase;
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struct MTex;
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struct Main;
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struct Mask;
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struct Material;
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struct MovieClip;
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struct Object;
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struct ParticleSettings;
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struct Probe;
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struct Scene;
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struct Speaker;
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struct Tex;
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struct World;
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struct bAction;
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struct bArmature;
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struct bConstraint;
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struct bGPdata;
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struct bNodeTree;
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struct bPoseChannel;
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struct PropertyRNA;
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namespace DEG {
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struct ComponentNode;
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struct Depsgraph;
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class DepsgraphBuilderCache;
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struct IDNode;
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struct Node;
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struct OperationNode;
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struct TimeSourceNode;
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class DepsgraphNodeBuilder : public DepsgraphBuilder {
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public:
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DepsgraphNodeBuilder(Main *bmain, Depsgraph *graph, DepsgraphBuilderCache *cache);
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~DepsgraphNodeBuilder();
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/* For given original ID get ID which is created by CoW system. */
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ID *get_cow_id(const ID *id_orig) const;
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/* Similar to above, but for the cases when there is no ID node we create
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* one. */
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ID *ensure_cow_id(ID *id_orig);
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/* Helper wrapper function which wraps get_cow_id with a needed type cast. */
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template<typename T> T *get_cow_datablock(const T *orig) const
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{
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return (T *)get_cow_id(&orig->id);
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}
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/* For a given COW datablock get corresponding original one. */
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template<typename T> T *get_orig_datablock(const T *cow) const
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{
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return (T *)cow->id.orig_id;
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}
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void begin_build();
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void end_build();
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IDNode *add_id_node(ID *id);
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IDNode *find_id_node(ID *id);
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TimeSourceNode *add_time_source();
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ComponentNode *add_component_node(ID *id, NodeType comp_type, const char *comp_name = "");
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OperationNode *add_operation_node(ComponentNode *comp_node,
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OperationCode opcode,
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const DepsEvalOperationCb &op = NULL,
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const char *name = "",
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int name_tag = -1);
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OperationNode *add_operation_node(ID *id,
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NodeType comp_type,
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const char *comp_name,
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OperationCode opcode,
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const DepsEvalOperationCb &op = NULL,
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const char *name = "",
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int name_tag = -1);
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OperationNode *add_operation_node(ID *id,
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NodeType comp_type,
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OperationCode opcode,
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const DepsEvalOperationCb &op = NULL,
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const char *name = "",
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int name_tag = -1);
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OperationNode *ensure_operation_node(ID *id,
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NodeType comp_type,
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OperationCode opcode,
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const DepsEvalOperationCb &op = NULL,
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const char *name = "",
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int name_tag = -1);
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bool has_operation_node(ID *id,
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NodeType comp_type,
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const char *comp_name,
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OperationCode opcode,
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const char *name = "",
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int name_tag = -1);
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OperationNode *find_operation_node(ID *id,
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NodeType comp_type,
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const char *comp_name,
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OperationCode opcode,
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const char *name = "",
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int name_tag = -1);
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OperationNode *find_operation_node(
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ID *id, NodeType comp_type, OperationCode opcode, const char *name = "", int name_tag = -1);
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void build_id(ID *id);
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void build_layer_collections(ListBase *lb);
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void build_view_layer(Scene *scene,
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ViewLayer *view_layer,
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eDepsNode_LinkedState_Type linked_state);
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void build_collection(LayerCollection *from_layer_collection, Collection *collection);
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void build_object(int base_index,
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Object *object,
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eDepsNode_LinkedState_Type linked_state,
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bool is_visible);
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void build_object_flags(int base_index, Object *object, eDepsNode_LinkedState_Type linked_state);
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void build_object_data(Object *object, bool is_object_visible);
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void build_object_data_camera(Object *object);
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void build_object_data_geometry(Object *object, bool is_object_visible);
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void build_object_data_geometry_datablock(ID *obdata, bool is_object_visible);
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void build_object_data_light(Object *object);
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void build_object_data_lightprobe(Object *object);
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void build_object_data_speaker(Object *object);
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void build_object_transform(Object *object);
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void build_object_constraints(Object *object);
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void build_object_pointcache(Object *object);
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void build_pose_constraints(Object *object,
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bPoseChannel *pchan,
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int pchan_index,
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bool is_object_visible);
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void build_rigidbody(Scene *scene);
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void build_particle_systems(Object *object, bool is_object_visible);
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void build_particle_settings(ParticleSettings *part);
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void build_animdata(ID *id);
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void build_animdata_nlastrip_targets(ListBase *strips);
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void build_animation_images(ID *id);
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void build_action(bAction *action);
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void build_driver(ID *id, FCurve *fcurve, int driver_index);
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void build_driver_variables(ID *id, FCurve *fcurve);
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void build_driver_id_property(ID *id, const char *rna_path);
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void build_parameters(ID *id);
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void build_ik_pose(Object *object, bPoseChannel *pchan, bConstraint *con);
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void build_splineik_pose(Object *object, bPoseChannel *pchan, bConstraint *con);
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void build_rig(Object *object, bool is_object_visible);
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void build_proxy_rig(Object *object);
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void build_armature(bArmature *armature);
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void build_shapekeys(Key *key);
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void build_camera(Camera *camera);
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void build_light(Light *lamp);
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void build_nodetree(bNodeTree *ntree);
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void build_material(Material *ma);
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void build_texture(Tex *tex);
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void build_image(Image *image);
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void build_world(World *world);
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void build_compositor(Scene *scene);
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void build_gpencil(bGPdata *gpd);
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void build_cachefile(CacheFile *cache_file);
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void build_mask(Mask *mask);
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void build_movieclip(MovieClip *clip);
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void build_lightprobe(LightProbe *probe);
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void build_speaker(Speaker *speaker);
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void build_sound(bSound *sound);
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/* Per-ID information about what was already in the dependency graph.
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* Allows to re-use certain values, to speed up following evaluation. */
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struct IDInfo {
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/* Copy-on-written pointer of the corresponding ID. */
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ID *id_cow;
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/* Mask of visible components from previous state of the
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* dependency graph. */
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IDComponentsMask previously_visible_components_mask;
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/* Special evaluation flag mask from the previous depsgraph. */
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uint32_t previous_eval_flags;
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/* Mesh CustomData mask from the previous depsgraph. */
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DEGCustomDataMeshMasks previous_customdata_masks;
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};
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protected:
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/* Allows to identify an operation which was tagged for update at the time
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* relations are being updated. We can not reuse operation node pointer
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* since it will change during dependency graph construction. */
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struct SavedEntryTag {
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ID *id_orig;
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NodeType component_type;
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OperationCode opcode;
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string name;
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int name_tag;
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};
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vector<SavedEntryTag> saved_entry_tags_;
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struct BuilderWalkUserData {
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DepsgraphNodeBuilder *builder;
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/* Denotes whether object the walk is invoked from is visible. */
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bool is_parent_visible;
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};
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static void modifier_walk(void *user_data,
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struct Object *object,
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struct ID **idpoin,
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int cb_flag);
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static void constraint_walk(bConstraint *constraint,
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ID **idpoin,
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bool is_reference,
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void *user_data);
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/* State which demotes currently built entities. */
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Scene *scene_;
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ViewLayer *view_layer_;
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int view_layer_index_;
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/* NOTE: Collection are possibly built recursively, so be careful when
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* setting the current state. */
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Collection *collection_;
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/* Accumulated flag over the hierarchy opf currently building collections.
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* Denotes whether all the hierarchy from parent of collection_ to the
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* very root is visible (aka not restricted.). */
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bool is_parent_collection_visible_;
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/* Indexed by original ID, values are IDInfo. */
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GHash *id_info_hash_;
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/* Set of IDs which were already build. Makes it easier to keep track of
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* what was already built and what was not. */
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BuilderMap built_map_;
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};
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} // namespace DEG
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